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diff --git a/src/farmesh.cpp b/src/farmesh.cpp
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-/*
-Part of Minetest
-Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU Lesser General Public License as published by
-the Free Software Foundation; either version 2.1 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
-
-/*
- A quick messy implementation of terrain rendering for a long
- distance according to map seed
-*/
-
-#include "farmesh.h"
-
-#include "constants.h"
-#include "debug.h"
-#include "noise.h"
-#include "map.h"
-#include "client.h"
-#include "tile.h" // ITextureSource
-#include "clientmap.h"
-
-#include "mapgen.h" // Shouldn't really be done this way
-
-FarMesh::FarMesh(
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id,
- u64 seed,
- Client *client
-):
- scene::ISceneNode(parent, mgr, id),
- m_seed(seed),
- m_camera_pos(0,0),
- m_time(0),
- m_client(client),
- m_render_range(20*MAP_BLOCKSIZE)
-{
- dstream<<__FUNCTION_NAME<<std::endl;
-
- //video::IVideoDriver* driver = mgr->getVideoDriver();
-
- m_materials[0].setFlag(video::EMF_LIGHTING, false);
- m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
- //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
- m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
- m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
- //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
- //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
-
- m_materials[1].setFlag(video::EMF_LIGHTING, false);
- m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
- m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
- m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
- m_materials[1].setTexture(0, client->tsrc()->getTexture("treeprop.png"));
- m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
-
- m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
- BS*1000000,BS*31000,BS*1000000);
-
-}
-
-FarMesh::~FarMesh()
-{
- dstream<<__FUNCTION_NAME<<std::endl;
-}
-
-u32 FarMesh::getMaterialCount() const
-{
- return FARMESH_MATERIAL_COUNT;
-}
-
-video::SMaterial& FarMesh::getMaterial(u32 i)
-{
- return m_materials[i];
-}
-
-
-void FarMesh::OnRegisterSceneNode()
-{
- if(IsVisible)
- {
- //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
- //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
- }
-
- ISceneNode::OnRegisterSceneNode();
-}
-
-#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
-
-// Temporary hack
-struct HeightPoint
-{
- float gh; // ground height
- float ma; // mud amount
- float have_sand;
- float tree_amount;
-};
-std::map<v2s16, HeightPoint> g_heights;
-
-HeightPoint ground_height(u64 seed, v2s16 p2d)
-{
- std::map<v2s16, HeightPoint>::iterator n = g_heights.find(p2d);
- if(n != g_heights.end())
- return n->second;
- HeightPoint hp;
- s16 level = Mapgen::find_ground_level_from_noise(seed, p2d, 3);
- hp.gh = (level-4)*BS;
- hp.ma = (4)*BS;
- /*hp.gh = BS*base_rock_level_2d(seed, p2d);
- hp.ma = BS*get_mud_add_amount(seed, p2d);*/
- hp.have_sand = Mapgen::get_have_beach(seed, p2d);
- if(hp.gh > BS*WATER_LEVEL)
- hp.tree_amount = Mapgen::tree_amount_2d(seed, p2d);
- else
- hp.tree_amount = 0;
- // No mud has been added if mud amount is less than 1
- if(hp.ma < 1.0*BS)
- hp.ma = 0.0;
- //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
- g_heights[p2d] = hp;
- return hp;
-}
-
-void FarMesh::render()
-{
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
-
- /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
- return;*/
- if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
- return;
- /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
- return;*/
-
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-
- //const s16 grid_radius_i = 12;
- //const float grid_size = BS*50;
- const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
- const float grid_size = BS*MAP_BLOCKSIZE;
- const v2f grid_speed(-BS*0, 0);
-
- // Position of grid noise origin in world coordinates
- v2f world_grid_origin_pos_f(0,0);
- // Position of grid noise origin from the camera
- v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
- // The center point of drawing in the noise
- v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
- // The integer center point of drawing in the noise
- v2s16 center_of_drawing_in_noise_i(
- MYROUND(center_of_drawing_in_noise_f.X / grid_size),
- MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
- );
- // The world position of the integer center point of drawing in the noise
- v2f world_center_of_drawing_in_noise_f = v2f(
- center_of_drawing_in_noise_i.X * grid_size,
- center_of_drawing_in_noise_i.Y * grid_size
- ) + world_grid_origin_pos_f;
-
- for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
- for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
- {
- /*// Don't draw very close to player
- s16 dd = 3;
- if(zi > -dd && zi < dd && xi > -dd && xi < dd)
- continue;*/
-
- v2s16 p_in_noise_i(
- xi+center_of_drawing_in_noise_i.X,
- zi+center_of_drawing_in_noise_i.Y
- );
-
- // If sector was drawn, don't draw it this way
- if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
- continue;
-
- /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
- continue;*/
- /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
- continue;*/
-
- v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
-
- /*double noise[4];
- double d = 100*BS;
- noise[0] = d*noise2d_perlin(
- (float)(p_in_noise_i.X+0)*grid_size/BS/100,
- (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
- m_seed, 3, 0.5);
-
- noise[1] = d*noise2d_perlin(
- (float)(p_in_noise_i.X+0)*grid_size/BS/100,
- (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
- m_seed, 3, 0.5);
-
- noise[2] = d*noise2d_perlin(
- (float)(p_in_noise_i.X+1)*grid_size/BS/100,
- (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
- m_seed, 3, 0.5);
-
- noise[3] = d*noise2d_perlin(
- (float)(p_in_noise_i.X+1)*grid_size/BS/100,
- (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
- m_seed, 3, 0.5);*/
-
- HeightPoint hps[5];
- hps[0] = ground_height(m_seed, v2s16(
- (p_in_noise_i.X+0)*grid_size/BS,
- (p_in_noise_i.Y+0)*grid_size/BS));
- hps[1] = ground_height(m_seed, v2s16(
- (p_in_noise_i.X+0)*grid_size/BS,
- (p_in_noise_i.Y+1)*grid_size/BS));
- hps[2] = ground_height(m_seed, v2s16(
- (p_in_noise_i.X+1)*grid_size/BS,
- (p_in_noise_i.Y+1)*grid_size/BS));
- hps[3] = ground_height(m_seed, v2s16(
- (p_in_noise_i.X+1)*grid_size/BS,
- (p_in_noise_i.Y+0)*grid_size/BS));
- v2s16 centerpoint(
- (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
- (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
- hps[4] = ground_height(m_seed, centerpoint);
-
- float noise[5];
- float h_min = BS*65535;
- float h_max = -BS*65536;
- float ma_avg = 0;
- float h_avg = 0;
- u32 have_sand_count = 0;
- float tree_amount_avg = 0;
- for(u32 i=0; i<5; i++)
- {
- noise[i] = hps[i].gh + hps[i].ma;
- if(noise[i] < h_min)
- h_min = noise[i];
- if(noise[i] > h_max)
- h_max = noise[i];
- ma_avg += hps[i].ma;
- h_avg += noise[i];
- if(hps[i].have_sand)
- have_sand_count++;
- tree_amount_avg += hps[i].tree_amount;
- }
- ma_avg /= 5.0;
- h_avg /= 5.0;
- tree_amount_avg /= 5.0;
-
- float steepness = (h_max - h_min)/grid_size;
-
- float light_f = noise[0]+noise[1]-noise[2]-noise[3];
- light_f /= 100;
- if(light_f < -1.0) light_f = -1.0;
- if(light_f > 1.0) light_f = 1.0;
- //light_f += 1.0;
- //light_f /= 2.0;
-
- v2f p1 = p0 + v2f(1,1)*grid_size;
-
- bool ground_is_sand = false;
- bool ground_is_rock = false;
- bool ground_is_mud = false;
- video::SColor c;
- // Detect water
- if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
- {
- //c = video::SColor(255,59,86,146);
- //c = video::SColor(255,82,120,204);
- c = video::SColor(255,74,105,170);
-
- /*// Set to water level
- for(u32 i=0; i<4; i++)
- {
- if(noise[i] < BS*WATER_LEVEL)
- noise[i] = BS*WATER_LEVEL;
- }*/
- light_f = 0;
- }
- // Steep cliffs
- else if(steepness > 2.0)
- {
- c = video::SColor(255,128,128,128);
- ground_is_rock = true;
- }
- // Basic ground
- else
- {
- if(ma_avg < 2.0*BS)
- {
- c = video::SColor(255,128,128,128);
- ground_is_rock = true;
- }
- else
- {
- if(h_avg <= 2.5*BS && have_sand_count >= 2)
- {
- c = video::SColor(255,210,194,156);
- ground_is_sand = true;
- }
- else
- {
- /*// Trees if there are over 0.01 trees per MapNode
- if(tree_amount_avg > 0.01)
- c = video::SColor(255,50,128,50);
- else
- c = video::SColor(255,107,134,51);*/
- c = video::SColor(255,107,134,51);
- ground_is_mud = true;
- }
- }
- }
-
- // Set to water level
- for(u32 i=0; i<4; i++)
- {
- if(noise[i] < BS*WATER_LEVEL)
- noise[i] = BS*WATER_LEVEL;
- }
-
- float b = m_brightness + light_f*0.1*m_brightness;
- if(b < 0) b = 0;
- if(b > 2) b = 2;
-
- c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
-
- driver->setMaterial(m_materials[0]);
-
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
- video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
- video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
- video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
- video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
-
- // Add some trees if appropriate
- if(tree_amount_avg >= 0.0065 && steepness < 1.4
- && ground_is_mud == true)
- {
- driver->setMaterial(m_materials[1]);
-
- float b = m_brightness;
- c = video::SColor(255, b*255, b*255, b*255);
-
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(p0.X,noise[0],p0.Y,
- 0,0,0, c, 0,1),
- video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
- 0,0,0, c, 0,0),
- video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
- 0,0,0, c, 1,0),
- video::S3DVertex(p1.X,noise[2],p1.Y,
- 0,0,0, c, 1,1),
- };
- u16 indices[] = {0,1,2,2,3,0};
- driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
- video::EVT_STANDARD, scene::EPT_TRIANGLES,
- video::EIT_16BIT);
- }
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(p1.X,noise[3],p0.Y,
- 0,0,0, c, 0,1),
- video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
- 0,0,0, c, 0,0),
- video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
- 0,0,0, c, 1,0),
- video::S3DVertex(p0.X,noise[1],p1.Y,
- 0,0,0, c, 1,1),
- };
- u16 indices[] = {0,1,2,2,3,0};
- driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
- video::EVT_STANDARD, scene::EPT_TRIANGLES,
- video::EIT_16BIT);
- }
- }
- }
-
- //driver->clearZBuffer();
-}
-
-void FarMesh::step(float dtime)
-{
- m_time += dtime;
-}
-
-void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
-{
- m_camera_pos = camera_p;
- m_brightness = brightness;
- m_render_range = render_range;
-}
-
-